[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [15348] trunk/blender/source: BGE patch: Add automatic support for armature driven shape keys.
Benoit Bolsee
benoit.bolsee at online.be
Wed Jun 25 00:19:58 CEST 2008
Revision: 15348
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15348
Author: ben2610
Date: 2008-06-25 00:19:00 +0200 (Wed, 25 Jun 2008)
Log Message:
-----------
BGE patch: Add automatic support for armature driven shape keys.
To take advantage of this feature, you must have a mesh with
relative shape keys and shape Ipo curves with drivers referring
to bones of the mesh's parent armature.
The BGE will automatically detect the dependency between the
shape keys and the armature and execute the Ipo drivers during
the rendering of the armature actions.
This technique is used to make the armature action more natural:
the shape keys compensate in places where the armature deformation
is uggly and the drivers make sure that the shape correction
is synchronized with the bone position.
Note: This is not compatible with shape actions; BLender does
not allow to have Shape Ipo Curves and Shape actions at the same
time.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/BKE_ipo.h
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.h
trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp
trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
Modified: trunk/blender/source/blender/blenkernel/BKE_ipo.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_ipo.h 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/blender/blenkernel/BKE_ipo.h 2008-06-24 22:19:00 UTC (rev 15348)
@@ -31,6 +31,10 @@
#ifndef BKE_IPO_H
#define BKE_IPO_H
+#ifdef __cplusplus
+extern "C" {
+#endif
+
typedef struct CfraElem {
struct CfraElem *next, *prev;
float cfra;
@@ -111,5 +115,9 @@
short c,
float ctime);
+#ifdef __cplusplus
+};
#endif
+#endif
+
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-06-24 22:19:00 UTC (rev 15348)
@@ -1668,6 +1668,8 @@
BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj,
ob, (BL_SkinMeshObject*)meshobj);
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
+ if (bHasArmature)
+ dcont->LoadShapeDrivers(ob->parent);
} else if (bHasArmature) {
BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
Modified: trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp 2008-06-24 22:19:00 UTC (rev 15348)
@@ -44,9 +44,12 @@
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
+#include "DNA_ipo_types.h"
+#include "DNA_curve_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_key.h"
+#include "BKE_ipo.h"
#include "MT_Point3.h"
extern "C"{
@@ -78,11 +81,55 @@
{
}
+bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
+{
+ IpoCurve *icu;
+
+ m_shapeDrivers.clear();
+ // check if this mesh has armature driven shape keys
+ if (m_bmesh->key->ipo) {
+ for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) {
+ if(icu->driver &&
+ (icu->flag & IPO_MUTE) == 0 &&
+ icu->driver->type == IPO_DRIVER_TYPE_NORMAL &&
+ icu->driver->ob == arma &&
+ icu->driver->blocktype == ID_AR) {
+ // this shape key ipo curve has a driver on the parent armature
+ // record this curve in the shape deformer so that the corresponding
+ m_shapeDrivers.push_back(icu);
+ }
+ }
+ }
+ return !m_shapeDrivers.empty();
+}
+
+bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
+{
+ if (!m_shapeDrivers.empty() && PoseUpdated()) {
+ vector<IpoCurve*>::iterator it;
+ void *poin;
+ int type;
+ for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
+ // no need to set a specific time: this curve has a driver
+ IpoCurve *icu = *it;
+ calc_icu(icu, 1.0f);
+ poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type);
+ if (poin)
+ write_ipo_poin(poin, type, icu->curval);
+ }
+ ForceUpdate();
+ return true;
+ }
+ return false;
+}
+
bool BL_ShapeDeformer::Update(void)
{
bool bShapeUpdate = false;
bool bSkinUpdate = false;
+ ExecuteShapeDrivers();
+
/* See if the object shape has changed */
if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
/* the key coefficient have been set already, we just need to blend the keys */
Modified: trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.h
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.h 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.h 2008-06-24 22:19:00 UTC (rev 15348)
@@ -38,6 +38,7 @@
#include "BL_DeformableGameObject.h"
#include <vector>
+struct IpoCurve;
class BL_ShapeDeformer : public BL_SkinDeformer
{
@@ -82,8 +83,16 @@
virtual ~BL_ShapeDeformer();
bool Update (void);
+ bool LoadShapeDrivers(Object* arma);
+ bool ExecuteShapeDrivers(void);
+ void ForceUpdate()
+ {
+ m_lastShapeUpdate = -1.0;
+ };
+
protected:
+ vector<IpoCurve*> m_shapeDrivers;
double m_lastShapeUpdate;
BL_DeformableGameObject* m_gameobj;
Modified: trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp 2008-06-24 22:19:00 UTC (rev 15348)
@@ -149,12 +149,9 @@
bool BL_SkinDeformer::Update(void)
{
/* See if the armature has been updated for this frame */
- if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()){
+ if (PoseUpdated()){
float obmat[4][4]; // the original object matrice
- /* Do all of the posing necessary */
- m_armobj->ApplyPose();
-
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
Modified: trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h 2008-06-24 22:19:00 UTC (rev 15348)
@@ -79,6 +79,14 @@
virtual ~BL_SkinDeformer();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
+ bool PoseUpdated(void)
+ {
+ if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
+ m_armobj->ApplyPose();
+ return true;
+ }
+ return false;
+ }
void ForceUpdate()
{
Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-06-24 21:39:45 UTC (rev 15347)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-06-24 22:19:00 UTC (rev 15348)
@@ -866,6 +866,7 @@
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
+ shapeDeformer->LoadShapeDrivers(blendobj->parent);
}
else
{
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